Originally reviewed at:
I try to never mention an author by name when I review something, just in case a piece is negative or critical, lest the creator think it’s a personal or mean-spirited attack on them – especially if I end up pooh-poohing several of their pieces in a row. I do need to mention, though, that I really like Russell Zimmerman’s work. Enough that he’s won awards from us here at Diehard GameFAN for his work on pieces like Elven Blood and the Shadowrun Returns Anthology (along with all the other contributors in that collection). I’ve even contributed money to his crowdfunding efforts for his own FATE based game, Strays. Of course, I’m sure he’ll be the first to tell you that I’ve probably taken a steaming slagpile on some of his stuff as well, but it’s all part of being a critic. I simply bring this up because what you’re about to read is a very positive review, and it’s worth including a preamble that I enjoy Zimmerman’s writing and my support of his Kickstarter, ju...

This adventure is certainly not what one would expect from one purportedly written for a level 16-18 party. The highest CR of anything encountered (unless I missed one) is CR 9 with a couple of 4s and a couple of 1/2s (which the author added the CRs directly in all cases to get the CRs they listed for the encounter so for the example of a 9, two 4s, and two 1/2s, the author determined this to be a CR18 encounter. Without busting out the actual CR tables I would estimate this at a CR10 maybe) As a party quest, I'd say it's more appropriate for a party at L9 or so.
On a purely aesthetic level, the formatting and layout is poor at best, with large gaps on pages and the format for monster stat blocks in spaced out and somewhat hard to follow. There is no art either, though for the price, I wasn't expecting much for art.
In any case, if you are expecting a high level adventure, you'll be disappointed....

I liked this story. This is pure lovecraftian spirit, with a lot of desperate characters that die in a horribly wrong way. But there are also 2 heroes that face the difficulties and finally overcome. They learn on their way, they do not understand everything but keep their sanity and make the story interesting to follow.

Some great ideas here to fill out for your Deadlands campaign. I'll definitely use this as it chock full of high level atrocities for the characters to meet later on.
A huge missed opportunity in British Columbia (as I live there myself). Rather funny representation of Okanagan lake (I live on the North end of it and the map looks nothing like the real thing) This area in RL is more like Forested Arizona, yes its a desert area with pines. The RL heat here in the Summer is 90-100F rich with a lot of cool history with the gold rush and rails.
Also a fun fact is parts of BC have been used to represent Mexico in movies, hard to believe, but its true.
Despite this, the guides has some cool stuff to churn the imagination, its also over 300 pages....

Patrick has already done a wonderful job reviewing Thule that I shall skip to some personal points and a few things that could have been explained better.
Thule does work Halflings, Elves and Dwarves into its setting with slight modification. The setting merely includes them or, more correctly, the myth of them. They can be more or less prominent depending on how the DM feels. The Halflings are presented more like pygmies. Most people of the world of Thule will probably regard them as a human variant than as a separate race.
The Narratives are interesting ideas and helpful for fleshing out a character idea; but I did not feel like they were sufficiently developed. They are a good enough idea that some expansion on them would make a great additional book, along with my next point.
Thule uses its own armor, being set in the Bronze Age. I really would like to see this developed a little better. What's included works; but a few more types could really add flavor. A "by the piece" ...

Rafael Chandler brings the grisly, twisted weirdness from first monster entry to last. Each entry provides enough hooks to easily unpack into a whole adventure.
Chadler's writing is tight and punchy, delivering everything you need to know in an easy to follow style.
Artwork is full colour with some nice variations of style and is easy on the eye (if not on the soul).
Some nice additional features includes a sugested pseudo-ecology/mythos linking some of the monsters together and unique death conditions that trigger when a monster is slain, some of which are beneficial and some are goddamn catastrophic.
These monsters would all port very easily to any OSR game with a horror flavour, and Im probably going to transplant a few into other horror games, the material is that rich.
Professional product, worth your time, not for kids (except the cool ones)....

This is a review for the PDF, the scan is of high quality as good as you could hope for really. However the PDF has no watermarks which make it difficult to quickly navigate. There is really no excuse for not bookmarking digital products. I hope that this is fixed in a future update.

Pretty nifty, and I like the way that the towers are reinforced; I actually prefer it to the Capital City core set.
Neat little add-on. It should go without saying that Fat Dragon's products are well-built, and easy to put together, but in case you didn't know: they're well-built, and easy to put together. :)

1st) Why only 4 stars? It ended. While it has a high page count, many are wasted with useful information and not describing the setting. The setting is plenty detailed. If you buy it, you will understand.
2nd) It was worth every cent of $15; but, for gamers on a budget, it is a little pricey. If you can afford it, it is some of the most interesting work done in gaming.
3rd) Which rules? LotFP is a retro clone. The art is amazing and the flavor unbelievable. This module/campaign would play out in many game systems. I hate to say "better"; but I will. The grit of Warhammer 1st or 2nd could really work. Oddly, First Fable came to mind first. Maybe for kids, probably not.
AR&PL reminded me of the Ravenloft setting. It could easily fit in as a realm there; although it would be the cool one. It also could fit as "behind the hedge" for Changeling or the other White Wolf games.
Bottom line, it is genius....

Pages: 17 (cover, title, 13 of meat, wasted two on OGL)
Artwork: adequate, not distracting, but not Michelangelo
Font: not sure of type, but easy to read
This is one of those things that will quickly sneak into the 'How could we ever do without this?' book. I dropped two of them on the party last night and they were well received. Now the Sorcerer wants to reset as a Spellstaff Channeler and the Bard is trying to con me into letting her make a 'staff flute' (think the blind teacher from Circle of Iron).
All charts are spare, but clear. Finding their exact combat mechanic was a bit difficult, but that may just be my dyslexia. The base models are fragile, but upgrades can fix that. Expanding options is a good part and can be easily revisited in a supplement or a new edition.
There are several Traits and Feats that enhance Staff usage and flesh out the play. One, EWP – Spellstaff, is the foundation on which the use is based.
There are several archetypes for use: Bard,...

Kirt Dankmyer is either a madman or a genius or maybe a bit of both, his latest OSR effort is focused on the Bard but this is another take on the class. Music is one of the most powerful forces of life and these PC's are the focal point for that genius. But that same genius damns them as rogues and outcasts. In this you have part of what makes the Prodigy something very special. For that energy that burns brightest within them also burns them out as well and should they stay in one place for too long it can consume their minds and hearts.
This is only an eight page pdf but it packs a nice punch for a fun roguish adventurer of musical powers and abilities that both can entertain and bring the fun adventure side to this genius. Why do I like the Prodigy? Because its got lots of useful bits and pieces that with the right player could become a perfect vehicle to allow parties to get embroiled in the deep end of country, court life,and urban pseudo European locations. But is that the limi...